r2mods/ilspy_dump/ror2_csproj/RoR2.Orbs/BounceOrb.cs

101 lines
2.8 KiB
C#

using System.Collections.Generic;
using HG;
using JetBrains.Annotations;
using UnityEngine;
namespace RoR2.Orbs;
public class BounceOrb : Orb
{
private const float speed = 70f;
public float damageValue;
public GameObject attacker;
public TeamIndex teamIndex;
public List<HealthComponent> bouncedObjects;
public bool isCrit;
public float scale;
public ProcChainMask procChainMask;
public float procCoefficient = 0.2f;
public DamageColorIndex damageColorIndex;
public override void Begin()
{
base.duration = base.distanceToTarget / 70f;
EffectData effectData = new EffectData
{
scale = scale,
origin = origin,
genericFloat = base.duration
};
effectData.SetHurtBoxReference(target);
EffectManager.SpawnEffect(OrbStorageUtility.Get("Prefabs/Effects/OrbEffects/BounceOrbEffect"), effectData, transmit: true);
}
public override void OnArrival()
{
if ((bool)target)
{
HealthComponent healthComponent = target.healthComponent;
if ((bool)healthComponent)
{
Vector3 position = target.transform.position;
GameObject gameObject = healthComponent.gameObject;
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = damageValue;
damageInfo.attacker = attacker;
damageInfo.inflictor = null;
damageInfo.force = (position - origin).normalized * -1000f;
damageInfo.crit = isCrit;
damageInfo.procChainMask = procChainMask;
damageInfo.procCoefficient = procCoefficient;
damageInfo.position = position;
damageInfo.damageColorIndex = damageColorIndex;
healthComponent.TakeDamage(damageInfo);
GlobalEventManager.instance.OnHitEnemy(damageInfo, gameObject);
GlobalEventManager.instance.OnHitAll(damageInfo, gameObject);
}
}
}
public static void SearchForTargets([NotNull] BullseyeSearch search, TeamIndex teamIndex, Vector3 position, float range, int maxTargets, [NotNull] List<HurtBox> dest, [NotNull] List<HealthComponent> exclusions)
{
search.searchOrigin = position;
search.searchDirection = Vector3.zero;
search.teamMaskFilter = TeamMask.GetEnemyTeams(teamIndex);
search.filterByLoS = false;
search.sortMode = BullseyeSearch.SortMode.None;
search.maxDistanceFilter = range;
search.RefreshCandidates();
List<HurtBox> list = CollectionPool<HurtBox, List<HurtBox>>.RentCollection();
foreach (HurtBox result in search.GetResults())
{
list.Add(result);
}
Util.ShuffleList(list);
int i = 0;
for (int count = list.Count; i < count; i++)
{
HurtBox hurtBox = list[i];
if ((bool)hurtBox.healthComponent && !exclusions.Contains(hurtBox.healthComponent))
{
if (exclusions.Count >= maxTargets)
{
break;
}
exclusions.Add(hurtBox.healthComponent);
dest.Add(hurtBox);
}
}
CollectionPool<HurtBox, List<HurtBox>>.ReturnCollection(list);
}
}